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#define DEVICE_HEIGHT 0.8 | ||
#define TOPOLOGY_SCALING_FACTOR 1.0 | ||
#define CENTER vec2(0.5) | ||
#define SHADERTOY | ||
//#define SPOT_CHECK | ||
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#define DENSITY_U 1.6 * 0.1 | ||
#define DENSITY_V 1.2 * 0.1 | ||
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vec2 hash( vec2 p ) // replace this by something better | ||
{ | ||
p = vec2( dot(p,vec2(127.1,311.7)), dot(p,vec2(269.5,183.3)) ); | ||
return -1.0 + 2.0*fract(sin(p)*43758.5453123); | ||
} | ||
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float noise( in vec2 p ) | ||
{ | ||
const float K1 = 0.366025404; // (sqrt(3)-1)/2; | ||
const float K2 = 0.211324865; // (3-sqrt(3))/6; | ||
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vec2 i = floor( p + (p.x+p.y)*K1 ); | ||
vec2 a = p - i + (i.x+i.y)*K2; | ||
float m = step(a.y,a.x); | ||
vec2 o = vec2(m,1.0-m); | ||
vec2 b = a - o + K2; | ||
vec2 c = a - 1.0 + 2.0*K2; | ||
vec3 h = max( 0.5-vec3(dot(a,a), dot(b,b), dot(c,c) ), 0.0 ); | ||
vec3 n = h*h*h*h*vec3( dot(a,hash(i+0.0)), dot(b,hash(i+o)), dot(c,hash(i+1.0))); | ||
return dot( n, vec3(70.0) ); | ||
} | ||
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float noise_with_octaves( in vec2 uv, in mat2 m ){ | ||
float f = 0.0; | ||
uv *= 5.0; | ||
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f = 0.5000*noise( uv ); uv = m*uv; | ||
f += 0.2500*noise( uv ); uv = m*uv; | ||
f += 0.1250*noise( uv ); uv = m*uv; | ||
f += 0.0625*noise( uv ); uv = m*uv; | ||
return f; | ||
} |
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#define SPOT_RADIUS 100.0 | ||
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void mainImage( out vec4 fragColor, in vec2 fragCoord ) | ||
{ | ||
vec2 rec_res = 1.0 / iResolution.xy; | ||
vec2 p = fragCoord.xy * rec_res; | ||
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fragColor = texture(iChannel2, p); | ||
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#ifdef SPOT_CHECK | ||
if( distance(fragCoord, iMouse.xy) < 30.0 ) | ||
{ | ||
fragColor = texture(iChannel2, p); | ||
} | ||
else if( distance(fragCoord, iMouse.xy) < SPOT_RADIUS ) | ||
{ | ||
float aspect = iResolution.x/iResolution.y; | ||
vec2 uv = p*vec2(aspect,1.0); | ||
mat2 m = mat2( DENSITY_U, DENSITY_V, -DENSITY_V, DENSITY_U ); | ||
float f = 0.0; | ||
f = noise_with_octaves(uv, m); | ||
f = 0.5 + 0.5*f; | ||
f *= 0.3 + f; | ||
fragColor = vec4( f, f, f, 1.0 ); | ||
} | ||
#endif | ||
} |
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// Visibility check | ||
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// ----------------------------------------------- | ||
#define STEP_LENGTH 0.2 | ||
#define CENTER_COORD iResolution.xy * 0.5 | ||
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void mainImage( out vec4 fragColor, in vec2 fragCoord ) | ||
{ | ||
vec2 rec_res = 1.0 / iResolution.xy; | ||
vec2 p = fragCoord.xy * rec_res; | ||
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vec2 offset = fragCoord.xy - CENTER_COORD; | ||
vec2 offset_norm = normalize(offset); | ||
float offset_dist = length(offset); | ||
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if (texture(iChannel1, vec2(0.5)).x <= 0.0){ | ||
fragColor = vec4(0.0, 0.0, 0.0, 1.0); | ||
return; | ||
} | ||
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float center_height = texture(iChannel0, vec2(0.5)).x * TOPOLOGY_SCALING_FACTOR + DEVICE_HEIGHT; | ||
float target_height = texture(iChannel0, p).x * TOPOLOGY_SCALING_FACTOR; | ||
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float target_slope = (target_height - center_height) / offset_dist; | ||
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float total = STEP_LENGTH; | ||
while (total < offset_dist - 0.01 ) { | ||
vec2 intermediary_coord = (CENTER_COORD + offset_norm * total) * rec_res; | ||
float intermediary_height = texture(iChannel0, intermediary_coord).x * TOPOLOGY_SCALING_FACTOR; | ||
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if ( target_slope < ((intermediary_height - center_height) * TOPOLOGY_SCALING_FACTOR ) / total){ | ||
fragColor = vec4(0.0, 0.0, 0.0, 1.0); | ||
return; | ||
} | ||
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total += STEP_LENGTH; | ||
} | ||
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fragColor = vec4(1.0,1.0,1.0,1.0); | ||
} |
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#version 430 | ||
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// Set the number of invocations in the work group. | ||
// In this case, we operate on the image in 16x16 pixel tiles. | ||
layout (local_size_x = 16, local_size_y = 16) in; | ||
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uniform writeonly image2D toNoiseTex; | ||
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void main() { | ||
// Acquire the coordinates to the texel we are to process. | ||
ivec2 texelCoords = ivec2(gl_GlobalInvocationID.xy); | ||
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// Read the pixel from the first texture. | ||
vec4 pixel = vec4(1.0, 0.0, 0.0, 0.0); | ||
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// Now write the modified pixel to the second texture. | ||
imageStore(toNoiseTex, texelCoords, pixel); | ||
} |
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#version 330 core | ||
#define DEVICE_HEIGHT 0.8 | ||
#define TOPOLOGY_SCALING_FACTOR 1.0 | ||
#define CENTER vec2(0.5) | ||
//#define SHADERTOY | ||
//#define SPOT_CHECK | ||
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#define DENSITY_U 1.6 * 0.1 | ||
#define DENSITY_V 1.2 * 0.1 | ||
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// The MIT License | ||
// Copyright © 2013 Inigo Quilez | ||
// Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation files (the "Software"), to deal in the Software without restriction, including without limitation the rights to use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of the Software, and to permit persons to whom the Software is furnished to do so, subject to the following conditions: The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software. THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. | ||
// https://www.youtube.com/c/InigoQuilez | ||
// https://iquilezles.org | ||
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// Simplex Noise (http://en.wikipedia.org/wiki/Simplex_noise), a type of gradient noise | ||
// that uses N+1 vertices for random gradient interpolation instead of 2^N as in regular | ||
// latice based Gradient Noise. | ||
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// All noise functions here: | ||
// | ||
// https://www.shadertoy.com/playlist/fXlXzf&from=0&num=12 | ||
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// ----------------------------------------------- | ||
#ifdef SHADERTOY | ||
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#else | ||
vec2 hash( vec2 p ) // replace this by something better | ||
{ | ||
p = vec2( dot(p,vec2(127.1,311.7)), dot(p,vec2(269.5,183.3)) ); | ||
return -1.0 + 2.0*fract(sin(p)*43758.5453123); | ||
} | ||
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float noise( in vec2 p ) | ||
{ | ||
const float K1 = 0.366025404; // (sqrt(3)-1)/2; | ||
const float K2 = 0.211324865; // (3-sqrt(3))/6; | ||
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vec2 i = floor( p + (p.x+p.y)*K1 ); | ||
vec2 a = p - i + (i.x+i.y)*K2; | ||
float m = step(a.y,a.x); | ||
vec2 o = vec2(m,1.0-m); | ||
vec2 b = a - o + K2; | ||
vec2 c = a - 1.0 + 2.0*K2; | ||
vec3 h = max( 0.5-vec3(dot(a,a), dot(b,b), dot(c,c) ), 0.0 ); | ||
vec3 n = h*h*h*h*vec3( dot(a,hash(i+0.0)), dot(b,hash(i+o)), dot(c,hash(i+1.0))); | ||
return dot( n, vec3(70.0) ); | ||
} | ||
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float noise_with_octaves( in vec2 uv, in mat2 m ){ | ||
float f = 0.0; | ||
uv *= 5.0; | ||
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f = 0.5000*noise( uv ); uv = m*uv; | ||
f += 0.2500*noise( uv ); uv = m*uv; | ||
f += 0.1250*noise( uv ); uv = m*uv; | ||
f += 0.0625*noise( uv ); uv = m*uv; | ||
return f; | ||
} | ||
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// Output color | ||
out vec4 p3d_Color; | ||
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// inputs | ||
uniform vec2 iResolution; | ||
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#endif | ||
void mainImage( out vec4 fragColor, in vec2 fragCoord ) | ||
{ | ||
vec2 rec_res = 1.0 / iResolution.xy; | ||
vec2 p = fragCoord.xy * rec_res; | ||
float aspect = iResolution.x/iResolution.y; | ||
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#ifdef SHADERTOY | ||
vec2 uv = p*vec2(aspect,1.0) + vec2(iTime * 0.1); | ||
#else | ||
vec2 uv = p*vec2(aspect,1.0); | ||
#endif | ||
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float f = 0.0; | ||
float x, y, z; | ||
mat2 m = mat2( DENSITY_U, DENSITY_V, -DENSITY_V, DENSITY_U ); | ||
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f = noise_with_octaves(uv, m); | ||
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//f = 0.5 + 0.5*f; | ||
//f *= 0.3 + f; | ||
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fragColor = vec4( f, f, f, 1.0 ); | ||
} | ||
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#ifndef SHADERTOY | ||
void main(){ | ||
mainImage(p3d_Color, gl_FragCoord.xy); | ||
} | ||
#endif |
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